/Engine/Source/Runtime/Engine/Classes/Sound/SoundBase.h
The base class for a playable sound object
class USoundBase : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IInterface_AssetUserData](API\Runtime\Engine\Interfaces\IInterface_AssetUserData)
TArray<TObject...
AssetUserData
Array of user data stored with the asset
TObjectPtr<USo...
AttenuationSettings
Attenuation settings package for the sound
uint8:  1
bBypassVolumeScaleForPriority
Bypass volume weighting priority upon evaluating whether sound should remain active when max channel count is met (See platform Audio Settings).
uint8:  1
bDebug
When "au.3dVisualize.Attenuation" has been specified, draw this sound's attenuation shape when the sound is audible.
uint8:  1
bEnableBaseSubmix
If enabled, sound will route to the Master Submix by default or to the Base Submix if defined.
uint8:  1
bEnableBusSends
Whether or not to enable sending this audio's output to buses.
uint8:  1
bEnableSubmixSends
Whether or not to enable Submix Sends other than the Base Submix.
uint8:  1
bHasConcatenatorNode
Whether or not this sound has a concatenator node.
uint8:  1
bHasDelayNode
Whether or not this sound has a delay node
uint8:  1
bOverrideConcurrency
Whether or not to override the sound concurrency object with local concurrency settings.
TArray<FSoundS...
BusSends
This sound will send its audio output to this list of buses if there are bus instances playing after source effects are processed.
FSoundConcurren...
ConcurrencyOverrides
If Override Concurrency is true, concurrency settings to use.
TSet<TObjectPt...
ConcurrencySet
Set of concurrency settings to observe (if override is set to false).
TMap<Audio::FD...
CurrentPlayCount
Map of device handle to number of times this sound is currently being played using that device(counted if sound is virtualized).
float
Duration
Duration of sound in seconds.
float
MaxDistance
The max distance of the asset, as determined by attenuation settings.
TArray<FSoundS...
PreEffectBusSends
This sound will send its audio output to this list of buses if there are bus instances playing before source effects are processed.
float
Priority
Used to determine whether sound can play or remain active if channel limit is met, where higher value is higher priority (see platform's Audio Settings 'Max Channels' property).
TObjectPtr<USo...
SoundClassObject
Sound class this sound belongs to
TObjectPtr<USo...
SoundSubmixObject
Submix to route sound output to.
TArray<FSoundS...
SoundSubmixSends
Array of submix sends to which a prescribed amount (see 'Send Level') of this sound is sent.
TObjectPtr<USo...
SourceEffectChain
The source effect chain to use for this sound.
float
TotalSamples
Total number of samples (in the thousands).
EVirtualization...
VirtualizationMode
Virtualization behavior, determining if a sound may revive and how it continues playing when culled or evicted (limited to looping sounds).